#version 420


// Input vertex data, different for all executions of this shader.
layout(location = 0) in vec3 vertexPosition_modelspace;
layout(location = 1) in vec2 vertexUV;
 
out vec2 UV;	// texture coord
 
// Values that stay constant for the whole mesh.
uniform mat4 depthMVP;

 
void main()
{
 	vec4 v = vec4(vertexPosition_modelspace,1);
	gl_Position =  depthMVP * v;
	UV = vertexUV;
}
